Quake Wars: Tactical Assault is a revamp of Enemy Territory: Quake Wars' core gameplay, with the intention of creating a grittier, more realistic environment than the base game, while still telling the story of the Strogg invasion of Earth. While Enemy Territory: Quake Wars tends to be a game of shoot first, often, and charge into the meatgrinder, Quake Wars: Tactical Assault strives to be more of a thinking man(or woman)'s game, where choosing your fights and positioning yourself to prevail carries the day.

QWTA v0.3.5 has been released. Along with a fancy trailer featuring some of QWTA's more visually interesting features:

Well, it's been a little while since the last release. Life's been a bit busy lately for various reasons, so sorry it's taken this long. Not a huge number of new features this time around, this release is more focused on fixing issues that have been found with QWTA v0.3.4 and smoothing out QWTA's realism-settings gameplay a bit more.

In other news, the QWTA site has had a few minor updates and upgrades.

Changes are listed below, as usual, but some of the highlights include:

Certain projectiles in BaseETQW can be randomly invisible, leading to unseen death. This no longer happens in QWTA. Sadly this issue appears unrelated to the invisible Magogs of BaseETQW, so that issue remains unfixed as of yet.

Vehicle explosions now properly attribute frags to the player who caused the explosion.

Realistic settings for GDF vehicle weapons are no longer prone to rapid overheating.

Logistics Points have been introduced to help limit the number of vehicles in play. Players have to purchase their vehicle drops with LP, in addition to the restrictions imposed by Force Escalation.

A set of CVars (g_vehicleSpawnMinPlayers*) for each vehicle in the game has been added to allow server admins who prefer to run QWTA with BaseETQW settings the freedom to restrict heavy vehicles from play until enough players have joined the game.

The HUD now has information pertinent to vehicle drops on it, rather than hidden in the context menu.

The Abaddon's Plasma Beam is now affected by Siege mode. It overheats quickly when in hover mode, but if you hunker down you're able to pour on the damage.

Vehicle decoys have limited ammunition now, when playing with realism settings.

A new Class Award has been added to the end of round scoreboard, optionally replacing the oft-mocked 'Newbie of the Battle' award. The Jack of All Trades award highlights players who switch their classes often to help their team, often losing out on the single-class awards as a result..

The minority of players who were experiencing the bizarre crash mentioned here are encouraged to give QWTA v0.3.5 a try and see if the problem is solved. Hopefully, it is, but if not, please try to make a post in that thread with any information you can provide if it's affecting you, as the cause is still a complete mystery.

The qwta_default.cfg and qwta_baseetqw.cfg files are now stored in the main pk4, so players who have autodownloaded QWTA can access them.

QWTA v0.3.5 is a complete installation of QWTA, please remove any old QWTA files before installing it.
This release is so far compatible only with Windows and Linux, the MacOS binaries are still pending, but should hopefully be released soonish...

All of a sudden I am unable to receive my Rewards, and I can no longer call for vehicle support? The vehicle support options are simply all greyed out. As for my Rewards, no matter how much I level, I am unable to receive the Rewards at all. This is with the most recent version and both hotfixes. I also tried installing the 3.3 hotfix as well and running that with the mod at the same time but it didn't do anything.

I have almost given up on this mod now, looks awesome, but i've clean installed 4 times (2 without updates and 2 with) and it still cant find the damn .dll even if i put it in about 6-12 different possible file locations D: